Re: [pygame] Testing pygame 1.8rc4 on PPC build (was: Mac OS X Rosetta (PPC))

2008-03-05 Thread Casey Duncan

On Mar 4, 2008, at 11:58 PM, René Dudfield wrote:


ah, thanks heaps.  I think I know how to fix that problem.

I don't think the png, and jpeg libraries were compiled as universal
binaries.  I'll try it again... tomorrow.

But in the mean time, are you able to try these builds from the  
compile farm?

http://thorbrian.com/pygame/builds.php


That one works for me 8^)

-Casey

Re: [pygame] Testing pygame 1.8rc4 on PPC build (was: Mac OS X Rosetta (PPC))

2008-03-05 Thread René Dudfield
cool :)  Thanks again.

On Wed, Mar 5, 2008 at 7:40 PM, Casey Duncan [EMAIL PROTECTED] wrote:
 On Mar 4, 2008, at 11:58 PM, René Dudfield wrote:

   ah, thanks heaps.  I think I know how to fix that problem.
  
   I don't think the png, and jpeg libraries were compiled as universal
   binaries.  I'll try it again... tomorrow.
  
   But in the mean time, are you able to try these builds from the
   compile farm?
   http://thorbrian.com/pygame/builds.php

  That one works for me 8^)

  -Casey


RE: [pygame] how to display pygame graphics within a wxpython window

2008-03-05 Thread Sibtey Mehdi
 

 

Ok, but is there any way to tell PyGame to paint any window, I mean by
passing the window handle to pygame.

 

hi,

 

Using pygame with wxpython is not supported.  See this page for details:

http://www.pygame.org/wiki/Gui

 

 

cheers,

 

 

On Wed, Mar 5, 2008 at 4:01 PM, Sibtey Mehdi [EMAIL PROTECTED] wrote:

 

 

 

 

 Hi

 

 How to display pygame graphics within a wxpython window. I have

 tried the last example on http://wiki.wxpython.org/IntegratingPyGame but
it

 opens the two separate window one for pygame one for frame. I want to
create

 one frame that can use the pygame  drawing functionality.

 

 

 

 

 

 Thanks.

 

 Sibtey



[pygame] PGU doesn't work when installed?

2008-03-05 Thread Gary Bishop
Phil's pygame utilities work fine from the current directory but fails 
after python setup.py install. I get:


cannot import name text.

This is python 2.5.1 on Ubuntu.

Is this a known problem?

Thanks
gb


Re: [pygame] how to display pygame graphics within a wxpython window

2008-03-05 Thread Joan Planas Illas



En/na Sibtey Mehdi ha escrit:


 

 

Ok, but is there any way to tell PyGame to paint any window, I mean by 
passing the window handle to pygame.



Try this:

os.environ['SDL_WINDOWID'] = window_id

--
Joan Planas Illas
Dpto I+D | RD department
[EMAIL PROTECTED]
Skype id: joanplanaspv

Concatel Vanture Team
Avda. Ports d'Europa, 100 · 08040 Barcelona (Spain)
tel. +34.93.567.97.10 (ext 120) - fax +34.93.567.97.11


http://www.concatel.com
http://www.vanture.net


Re: [pygame] how to display pygame graphics within a wxpython window

2008-03-05 Thread Brian Fisher
motherhamster doesn't integrate with wx in the way the poster is
asking about - it puts seperate top level wx windows in the same
process as the pygame window by either sharing the main message pump
with yield calls or by spawning a new thread for the wx's loop.

Also, the motherhamster approach kind of sucks on mac cause the mac is
not good at message pumps in threads and is not good at sharing
message loops either.

On Wed, Mar 5, 2008 at 8:05 AM, Juan José Alonso.
[EMAIL PROTECTED] wrote:
 can check the motherhamster project in the pygame forge, it use wx.

 http://www.pygame.org/project/657/?release_id=1139




 2008/3/5, Joan Planas Illas [EMAIL PROTECTED]:

 
 
  En/na Sibtey Mehdi ha escrit:
  
  
  
  
  
   Ok, but is there any way to tell PyGame to paint any window, I mean by
   passing the window handle to pygame.
  
  Try this:
 
  os.environ['SDL_WINDOWID'] = window_id
 
  --
  Joan Planas Illas
  Dpto I+D | RD department
  [EMAIL PROTECTED]
  Skype id: joanplanaspv
 
  Concatel Vanture Team
  Avda. Ports d'Europa, 100 · 08040 Barcelona (Spain)
  tel. +34.93.567.97.10 (ext 120) - fax +34.93.567.97.11
 
 
  http://www.concatel.com
  http://www.vanture.net
 



 --
 Juan José Alonso. KarlsBerg.
 eMail: [EMAIL PROTECTED]
  MSN: [EMAIL PROTECTED]


Re: [pygame] how to display pygame graphics within a wxpython window

2008-03-05 Thread Brian Fisher
The integration sample (at the bottom of the page link below) you
mentioned in your original post demonstrates the pygame/SDL paint in
any window feature (see the SDLPanel class)
http://wiki.wxpython.org/IntegratingPyGame

Even though that sample makes two windows (a top-level frame with a
child SDL panel in it) I think it's a good approach and you can
probably adapt that sample to fit your needs. What about having the
frame is bad? you might be able to pass flags to the Frame constructor
to change it

On Wed, Mar 5, 2008 at 3:15 AM, Sibtey Mehdi [EMAIL PROTECTED] wrote:
 Ok, but is there any way to tell PyGame to paint any window, I mean by
 passing the window handle to pygame.



Re: [pygame] space ships (Re: Misnamed threads (Re: Posting styles (Re: Text To Speech PYTTS)))

2008-03-05 Thread Lenard Lindstrom

AlgoMantra wrote:


That's like saying that an ocean liner isn't
a ship because it wouldn't be able to get off
the ground into the sea by itself.



It has the body of a lion, and the head of a lion,
but does that, in fact, make it a lion?

----.-
1/f   )))  --.
---...
http://www.algomantra.com 


spaceship (plural spaceships)

   1. A vehicle that flies through space. [1]


spaceship (-ship') n. a spacecraft, esp. if manned [2]


I should have confirmed my definitions before posting. I had heard the 
space shuttle as the only true spaceship comment on television once, 
probably by some NASA official. But since I have no reference to the 
original quote, and since spaceship and spacecraft appear 
interchangeable in common usage - do a lookup on spaceship in wikipedia 
- then the whole argument is moot. It should be noted that Orion is 
NASA's new spaceship [3]. So to tie this all back in with Pygame and 
game development in general, if someone writes an Apollo simulator it is 
perfectly valid to include it under a spaceship category.



[1] wiktionary: http://en.wiktionary.org/wiki/spaceship (last edited 
10:01, 2 October 2007), though *flies* through space makes the 
definition questionable.


[2] Webster's New World Dictionary of American English, Third College 
Edition, Deluxe Color Edition, (c) 1991 by Simon and Schuster, Inc.


[3] 
http://www.nasa.gov/mission_pages/exploration/spacecraft/cev_hi_res.html 
(accessed March 5, 2008)


--
Lenard Lindstrom
[EMAIL PROTECTED]



Re: [pygame] BUG: crafted pygame input can cause segfault

2008-03-05 Thread René Dudfield
hello,

This is a pymedia, and or vnc2swf bug.  It's been updated on ubuntu to state so.

cheers,



On Fri, Nov 30, 2007 at 10:13 PM, Kristian Erik Hermansen
[EMAIL PROTECTED] wrote:
 I filed a bug with Ubuntu, so I will just link you to there.
  https://bugs.launchpad.net/ubuntu/+source/pygame/+bug/172812

  The issue can be recreated every time, and only with certain input
  files.  I was utilizing vnc2swf's edit.py, which requires pygame, to
  convert into MPG video.  This is when the SEGFAULT happened.  Another
  input video of shorter length was converted perfectly fine...
  --
  Kristian Erik Hermansen
  I have no special talent. I am only passionately curious.



Re: [pygame] BUG: audio channels reversed in 8-bit

2008-03-05 Thread René Dudfield
Hi,

I've added a work around in subversion r1143.  So it works correctly now...

I'm 99% sure this is a bug in SDL_mixer, so a proper fix needs to go in there.

Need to report it to the SDL bug tracker.



On Mon, Jun 18, 2007 at 9:08 AM, Will McGugan [EMAIL PROTECTED] wrote:
 René Dudfield wrote:

   weirdness...
  
   do you have a little example?

  Sure. This is the script that I discovered it in. Just change the 16 to
  8 in the call to pre_init..

  http://www.willmcgugan.com/files/bouncey.zip

  Will



Re: [pygame] pygame.org website update

2008-03-05 Thread Ian Mallett
Is it just me, or does the spotlight show only two projects?  I think
it has been this way since forever...


Re: [pygame] pygame.org website update

2008-03-05 Thread PyMike
Yeah. Pretty random. It should have more games in it :) Not necessarily from
the pyweek competition

On Wed, Mar 5, 2008 at 4:29 PM, Ian Mallett [EMAIL PROTECTED] wrote:

 Is it just me, or does the spotlight show only two projects?  I think
 it has been this way since forever...




-- 
- PyMike


Re: [pygame] Announce: pygame 1.8.0rc4 tar ball.

2008-03-05 Thread René Dudfield
Why can't it use the other naming scheme again?


On Thu, Mar 6, 2008 at 10:16 AM, Lenard Lindstrom [EMAIL PROTECTED] wrote:
 I suggest calling the release 1.8.0a1 or 1.8.0b1 or something so it
  works nicely with the msi installer on Windows.

  Lenard




  René Dudfield wrote:
   hi all,
  
   I think we'll need to do another rc release...
  
   I've fixed a few things in subversion.  Enough that would require
   testing again I think.
  
   btw, the compile farm that Brian made is coool!  It speeds up testing
   a lot when you don't have that platform available :)
  
   cu,
  
   On Wed, Mar 5, 2008 at 8:07 AM, René Dudfield [EMAIL PROTECTED] wrote:
  




Re: [pygame] Announce: pygame 1.8.0rc4 tar ball.

2008-03-05 Thread Lenard Lindstrom
The msi installer actually uses the version number to decide if a file 
should be replaced. Of course Microsoft uses a specific numbering 
scheme. So the msi installer builder in Python 2.5 distutils must 
translate the version number in setup.py. It can handle a's and b's but 
has no clue what to do with rc's so raises an exception. I have been 
changing setup.py by hand, so the msi versions I release differ from the 
formal releases. Also, if I forget I have changed setup.py and commit 
some change to SVN the version number I use will be accidentally 
committed as well. But then if we are close to the last release 
candidate then it is not a big issue. I have made the new changes 
available under sv4, but will change to whatever is decided.


Lenard


René Dudfield wrote:

Why can't it use the other naming scheme again?


On Thu, Mar 6, 2008 at 10:16 AM, Lenard Lindstrom [EMAIL PROTECTED] wrote:
  

I suggest calling the release 1.8.0a1 or 1.8.0b1 or something so it
 works nicely with the msi installer on Windows.

 Lenard




 




[pygame] Choosing an installer format for Windows (and Vista questions)

2008-03-05 Thread Lenard Lindstrom
On Windows the Python 2.5 distutils package can build two kinds of 
installer, the traditional Python installer executable and the newer 
Windows (msi) installer. It seems redundant to provide both kinds of 
installer so I wonder if there is a preference. I understand Vista has 
problems with the older Python installer and privilege escalation. Do 
msi installers have the same problem? Does the msi installer for Python 
work properly? Unfortunately I do not have access to Vista. So if anyone 
is willing to try a Pygame msi installer on Vista I would appreciate it. 
Everything is at Pygame 1.8.0rv4(5?). They are available at:


http://www3.telus.net/len_l/pygame.htm

md5sums are:

e04e5fe68878e9805c0f1403869219c6 *pygame-1.8.0a2.win32-py2.5.msi
51b26c97adb5806ce7805fb2652a1a4a *pygame-1.8.0a2.win32-py2.4.msi
9cf4b851f14ba9b31305870956cf3838 *pygame-1.8.0rc4.win32-py2.5.exe
a784926817b02c31f355f33aa7adfd82 *pygame-1.8.0rc4.win32-py2.4.exe
5fa7fd94037ec0b63f8c791fe0518f31 *pygame-1.8-docs-setup.exe

Thanks,

Lenard

--
Lenard Lindstrom
[EMAIL PROTECTED]



[pygame] get_wm_info on linux

2008-03-05 Thread Patrick Mullen
I am embedding ogre in a pygame window, which is working fine on
windows, but on linux ogre needs not only the window handle, but also
a display pointer and screen id.  Fortunately,
pygame.display.get_wm_info() returns a display field, and the screen
id I assume is just zero.  Unfortunately, the display field in the
dictionary is of type PyObject, and has absolutely no accessible
properties.  Is there any way to get access to this information or am
I just stuck?


[pygame] Pixel Spaceships

2008-03-05 Thread Kris Schnee

Nick Moffitt wrote:

René Dudfield:

I like space ships.


I made some fun Pixel Spaceships:

http://zork.net/~nick/pixel/blackspace.py

They're based on http://www.davebollinger.com/works/pixelspaceships/


Fun little exercise. Here's my version of the ship generator, attached.
Screenshot: http://kschnee.xepher.net/pics/080305pixel_spaceships.jpg
I didn't get the cockpit designs right in the way Bollinger did, but 
tried superimposing a smaller ship design atop a larger one to get a 
two-tone effect (not seen in that shot).


I tried rotating a ship to build a list of rotated images, but the 
rotated versions are often larger than the original, making it hard to 
figure out where to place them. How can that problem be addressed?


Re: [pygame] Pixel Spaceships

2008-03-05 Thread Ian Mallett
On Wed, Mar 5, 2008 at 11:31 PM, Kris Schnee [EMAIL PROTECTED] wrote:

 I tried rotating a ship to build a list of rotated images, but the
 rotated versions are often larger than the original, making it hard to
 figure out where to place them. How can that problem be addressed?

You shouldn't build a list of images unless absolutely necessary.  It will
hurt your performance because of memory issues...

To figure out where to place the ships is easy.
The bliting coordinates specify the position of the top left corner of the
image.  You want to specify the location of the center.  The center of an
image is defined as the point directly between each pair of two sides.  Half
of the distance across and half of the distance down is the center, so:

surface = pygame.transform.rotate(image,80)
size = surface.get_size()
BlitPosition = #Where you want the image to be: e.g. (1,4)
BlitPosition[0] -= size[0]/2.0 #These are negative because the surface must
be moved *away *from the center.
BlitPosition[1] -= size[1]/2.0 #These are negative because the surface must
be moved *away *from the center.

HTH,
Ian